Hello creative enthusiasts,
I’m new to Three.js and am currently playing around with UVs. I believe I am experiencing what is commonly known as “texture bleed” or “uv bleed”, where my geometry is picking up surrounding texels along the edges from my texture atlas.
I have read that you can solve the problem by indexing the center of the texels - while this seems to prevent bleed, it does not render the full 8x8 texture so I can’t use this method. Please also assume I am unable to make any changes to the texture atlas.
Anyone mind giving me a hand with this problem?